SSAARenderPass.js 5.6 KB

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  1. console.warn( "THREE.SSAARenderPass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. *
  4. * Supersample Anti-Aliasing Render Pass
  5. *
  6. * @author bhouston / http://clara.io/
  7. *
  8. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  9. *
  10. * References: https://en.wikipedia.org/wiki/Supersampling
  11. *
  12. */
  13. THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
  14. THREE.Pass.call( this );
  15. this.scene = scene;
  16. this.camera = camera;
  17. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  18. this.unbiased = true;
  19. // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
  20. this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
  21. this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
  22. if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" );
  23. var copyShader = THREE.CopyShader;
  24. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  25. this.copyMaterial = new THREE.ShaderMaterial( {
  26. uniforms: this.copyUniforms,
  27. vertexShader: copyShader.vertexShader,
  28. fragmentShader: copyShader.fragmentShader,
  29. premultipliedAlpha: true,
  30. transparent: true,
  31. blending: THREE.AdditiveBlending,
  32. depthTest: false,
  33. depthWrite: false
  34. } );
  35. this.fsQuad = new THREE.Pass.FullScreenQuad( this.copyMaterial );
  36. };
  37. THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  38. constructor: THREE.SSAARenderPass,
  39. dispose: function () {
  40. if ( this.sampleRenderTarget ) {
  41. this.sampleRenderTarget.dispose();
  42. this.sampleRenderTarget = null;
  43. }
  44. },
  45. setSize: function ( width, height ) {
  46. if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
  47. },
  48. render: function ( renderer, writeBuffer, readBuffer ) {
  49. if ( ! this.sampleRenderTarget ) {
  50. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
  51. this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
  52. }
  53. var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  54. var autoClear = renderer.autoClear;
  55. renderer.autoClear = false;
  56. var oldClearColor = renderer.getClearColor().getHex();
  57. var oldClearAlpha = renderer.getClearAlpha();
  58. var baseSampleWeight = 1.0 / jitterOffsets.length;
  59. var roundingRange = 1 / 32;
  60. this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
  61. var width = readBuffer.width, height = readBuffer.height;
  62. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  63. for ( var i = 0; i < jitterOffsets.length; i ++ ) {
  64. var jitterOffset = jitterOffsets[ i ];
  65. if ( this.camera.setViewOffset ) {
  66. this.camera.setViewOffset( width, height,
  67. jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  68. width, height );
  69. }
  70. var sampleWeight = baseSampleWeight;
  71. if ( this.unbiased ) {
  72. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  73. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  74. // across a range of values whose rounding errors cancel each other out.
  75. var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  76. sampleWeight += roundingRange * uniformCenteredDistribution;
  77. }
  78. this.copyUniforms[ "opacity" ].value = sampleWeight;
  79. renderer.setClearColor( this.clearColor, this.clearAlpha );
  80. renderer.setRenderTarget( this.sampleRenderTarget );
  81. renderer.clear();
  82. renderer.render( this.scene, this.camera );
  83. renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
  84. if ( i === 0 ) {
  85. renderer.setClearColor( 0x000000, 0.0 );
  86. renderer.clear();
  87. }
  88. this.fsQuad.render( renderer );
  89. }
  90. if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
  91. renderer.autoClear = autoClear;
  92. renderer.setClearColor( oldClearColor, oldClearAlpha );
  93. }
  94. } );
  95. // These jitter vectors are specified in integers because it is easier.
  96. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  97. // before being used, thus these integers need to be scaled by 1/16.
  98. //
  99. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  100. THREE.SSAARenderPass.JitterVectors = [
  101. [
  102. [ 0, 0 ]
  103. ],
  104. [
  105. [ 4, 4 ], [ - 4, - 4 ]
  106. ],
  107. [
  108. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  109. ],
  110. [
  111. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  112. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  113. ],
  114. [
  115. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  116. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  117. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  118. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  119. ],
  120. [
  121. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  122. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  123. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  124. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  125. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  126. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  127. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  128. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  129. ]
  130. ];